All of its texture mappings are functional using the existing e0017texture.prs file.Īt some point during development, Sonic and Shadow in their super forms were planned to be be playable in 2 Player mode, accessed in the same way as their alternate costumes. Along with the unused DC intro found in the files, a mostly unaltered version of E0017 - the cutscene before Death Chamber - can be found in the data.
The formatting used for these cutscenes was also changed to separate the motion data from the main file and to support terrain updates when applicable, but this wasn't always the case initially. However, it only does so if the text language is English, so the error still occurs for other languages.Įvery cutscene seen in Sonic Adventure 2: Battle generally shares similarities with those of their Dreamcast counterparts, but with minor alterations to character models and camera angles.
This was partially fixed in the 2012 release, which checks to see if the Japanese file is referenced and changes it to the English one. However - due to an oversight, op360jp is used for both versions of the scene, meaning when the 3D logo appears in the English intro the text on the logo doesn't match up to the glowing effect. The video files used to display special effects in the scene also have two versions due to the logo change - named op360jp and op360us respectively. The space background is zoomed in more than the original, which may explain the change to its texture shown above.ĭue to the 3D logo at the end, there are two versions of the game's intro scene - one using the Japanese logo and one using the English logo. Furthermore, the letters on the logo lack the metallic texture they initially appear with in the DC version this is due to a transparency override from the Dreamcast version for this event being absent, though the texture does show up in SA2EventViewer. The event suffers from rendering bugs - the logo's rear (usually hidden behind until the correct moment) is drawn in front of the space background. The event can be made playable by correcting these issues, but the animation is broken because its motion data only has half the number of frames as the original.Īccessing the textures for the scene reveals that they're slightly different to the ones used in the original game: The reason for this is that it uses a different base address, as well as being in an outdated format (It has motion data in the main event file, rather than a separately named "e350motion.bin"). Instead, a prerendered video of the scene is used. This event also goes unused in the 2012 version. The scene can be accessed from Event Test in the debug menu, but doesn't play. With this handled, Shepard returns to his apartment and prepares to throw a party for his crew.The files for the original intro event from the Dreamcast version (e350) can still be found unused in the game's event directory. Ultimately Shepard is victorious, which he attributes to his friends, showing how the clone failed because it wanted to pursue its goals all on its own. The final battle occurs on the SR-2 Normandy’s hanger, with the clone and Shepard going toe-to-toe. Having escaped confinement, it plans to kill the Commander and take his place. This clone was seemingly bred when Cerberus resurrected Shepard during the Lazarus project. It also features a small campaign story, taking a much less serious tone than the main story, and sees Shepard get into a confrontation with his clone.Īfter a confusing turn of events involving identity theft and an assassination attempt on the Commander, it is revealed that an exact clone of Shepard is behind the plot. Mass Effect 3’s Citadel DLC is a different story told before the end of the video game's main story, where Commander Shepard is gifted a luxurious apartment and goes to live in the Citadel.